scummvm/engines/tinsel/palette.h
2022-05-08 10:32:09 +02:00

170 lines
5.6 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
* Palette Allocator Definitions
*/
#ifndef TINSEL_PALETTE_H // prevent multiple includes
#define TINSEL_PALETTE_H
#include "tinsel/dw.h"
namespace Tinsel {
typedef uint32 COLORREF;
#define TINSEL_RGB(r,g,b) ((COLORREF)((uint8)(r)|((uint16)(g)<<8))|(((uint32)(uint8)(b))<<16))
#define TINSEL_PSX_RGB(r,g,b) ((uint16)(((uint8)(r))|((uint16)(g)<<5)|(((uint16)(b))<<10)))
enum {
MAX_COLORS = 256, ///< maximum number of colors - for VGA 256
BITS_PER_PIXEL = 8, ///< number of bits per pixel for VGA 256
MAX_INTENSITY = 255, ///< the biggest value R, G or B can have
NUM_PALETTES = 32, ///< number of palettes
// Discworld has some fixed apportioned bits in the palette.
BGND_DAC_INDEX = 0, ///< index of background color in Video DAC
FGND_DAC_INDEX = 1, ///< index of first foreground color in Video DAC
TBLUE1 = 228, ///< Blue used in translucent rectangles
TBLUE2 = 229, ///< Blue used in translucent rectangles
TBLUE3 = 230, ///< Blue used in translucent rectangles
TBLUE4 = 231, ///< Blue used in translucent rectangles
TALKFONT_COL = 233
};
// some common colors
#define BLACK (TINSEL_RGB(0, 0, 0))
#define WHITE (TINSEL_RGB(MAX_INTENSITY, MAX_INTENSITY, MAX_INTENSITY))
#define RED (TINSEL_RGB(MAX_INTENSITY, 0, 0))
#define GREEN (TINSEL_RGB(0, MAX_INTENSITY, 0))
#define BLUE (TINSEL_RGB(0, 0, MAX_INTENSITY))
#define YELLOW (TINSEL_RGB(MAX_INTENSITY, MAX_INTENSITY, 0))
#define MAGENTA (TINSEL_RGB(MAX_INTENSITY, 0, MAX_INTENSITY))
#define CYAN (TINSEL_RGB(0, MAX_INTENSITY, MAX_INTENSITY))
struct PALETTE {
int32 numColors; ///< number of colors in the palette
COLORREF palRGB[MAX_COLORS]; ///< actual palette colors
byte palette[MAX_COLORS * 3]; ///< actual palette colors (RGB values)
};
/** palette queue structure */
struct PALQ {
SCNHANDLE hPal; ///< handle to palette data struct
int objCount; ///< number of objects using this palette
int posInDAC; ///< palette position in the video DAC
int32 numColors; ///< number of colors in the palette
// Discworld 2 fields
bool bFading; // Whether or not fading
COLORREF palRGB[MAX_COLORS]; // actual palette colors
};
#define PALETTE_MOVED 0x8000 // when this bit is set in the "posInDAC"
// field - the palette entry has moved
// Translucent objects have NULL pPal
#define HasPalMoved(pPal) (((pPal) != NULL) && ((pPal)->posInDAC & PALETTE_MOVED))
/*----------------------------------------------------------------------*\
|* Palette Manager Function Prototypes *|
\*----------------------------------------------------------------------*/
void ResetPalAllocator(); // wipe out all palettes
#ifdef DEBUG
void PaletteStats(); // Shows the maximum number of palettes used at once
#endif
void psxPaletteMapper(PALQ *originalPal, uint8 *psxClut, byte *mapperTable); // Maps PSX CLUTs to original palette in resource file
void PalettesToVideoDAC(); // Update the video DAC with palettes currently in the DAC queue
void UpdateDACqueueHandle(
int posInDAC, // position in video DAC
int numColors, // number of colors in palette
SCNHANDLE hPalette); // handle to palette
void UpdateDACqueue( // places a palette in the video DAC queue
int posInDAC, // position in video DAC
int numColors, // number of colors in palette
COLORREF *pColors); // list of RGB tripples
void UpdateDACqueue(int posInDAC, COLORREF color);
PALQ *AllocPalette( // allocate a new palette
SCNHANDLE hNewPal); // palette to allocate
void FreePalette( // free a palette allocated with "AllocPalette"
PALQ *pFreePal); // palette queue entry to free
PALQ *FindPalette( // find a palette in the palette queue
SCNHANDLE hSrchPal); // palette to search for
void SwapPalette( // swaps palettes at the specified palette queue position
PALQ *pPalQ, // palette queue position
SCNHANDLE hNewPal); // new palette
PALQ *GetNextPalette( // returns the next palette in the queue
PALQ *pStrtPal); // queue position to start from - when NULL will start from beginning of queue
COLORREF GetBgndColor(); // returns current background color
void SetBgndColor( // sets current background color
COLORREF color); // color to set the background to
void FadingPalette(PALQ *pPalQ, bool bFading);
void CreateTranslucentPalette(SCNHANDLE BackPal);
void NoFadingPalettes(); // All fading processes have just been killed
void DimPartPalette(
SCNHANDLE hPal,
int startColor,
int length,
int brightness); // 0 = black, 10 == 100%
int TranslucentColor();
int DarkGreen();
#define BoxColor (TinselVersion == 3 ? DarkGreen : TranslucentColor)
int HighlightColor();
int TalkColor();
void SetTalkColorRef(COLORREF colRef);
COLORREF GetTalkColorRef();
void SetTagColorRef(COLORREF colRef);
COLORREF GetTagColorRef();
void SetTalkTextOffset(int offset);
void SetTranslucencyOffset(int offset);
} // End of namespace Tinsel
#endif // TINSEL_PALETTE_H